<?xml version="1.0"?>
<doc>
    <assembly>
        <name>sfmlnet-window-2</name>
    </assembly>
    <members>
        <member name="T:SFML.Window.ContextSettings">
            <summary>
            Structure defining the creation settings of OpenGL contexts
            </summary>
        </member>
        <member name="M:SFML.Window.ContextSettings.#ctor(System.UInt32,System.UInt32)">
            <summary>
            Construct the settings from depth / stencil bits
            </summary>
            <param name="depthBits">Depth buffer bits</param>
            <param name="stencilBits">Stencil buffer bits</param>
        </member>
        <member name="M:SFML.Window.ContextSettings.#ctor(System.UInt32,System.UInt32,System.UInt32)">
            <summary>
            Construct the settings from depth / stencil bits and antialiasing level
            </summary>
            <param name="depthBits">Depth buffer bits</param>
            <param name="stencilBits">Stencil buffer bits</param>
            <param name="antialiasingLevel">Antialiasing level</param>
        </member>
        <member name="M:SFML.Window.ContextSettings.#ctor(System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32)">
            <summary>
            Construct the settings from depth / stencil bits and antialiasing level
            </summary>
            <param name="depthBits">Depth buffer bits</param>
            <param name="stencilBits">Stencil buffer bits</param>
            <param name="antialiasingLevel">Antialiasing level</param>
            <param name="majorVersion">Major number of the context version</param>
            <param name="minorVersion">Minor number of the context version</param>
        </member>
        <member name="M:SFML.Window.ContextSettings.ToString">
            <summary>
            Provide a string describing the object
            </summary>
            <returns>String description of the object</returns>
        </member>
        <member name="F:SFML.Window.ContextSettings.DepthBits">
            <summary>Depth buffer bits (0 is disabled)</summary>
        </member>
        <member name="F:SFML.Window.ContextSettings.StencilBits">
            <summary>Stencil buffer bits (0 is disabled)</summary>
        </member>
        <member name="F:SFML.Window.ContextSettings.AntialiasingLevel">
            <summary>Antialiasing level (0 is disabled)</summary>
        </member>
        <member name="F:SFML.Window.ContextSettings.MajorVersion">
            <summary>Major number of the context version</summary>
        </member>
        <member name="F:SFML.Window.ContextSettings.MinorVersion">
            <summary>Minor number of the context version</summary>
        </member>
        <member name="T:SFML.Window.EventType">
            <summary>
            Enumeration of the different types of events
            </summary>
        </member>
        <member name="F:SFML.Window.EventType.Closed">
            <summary>Event triggered when a window is manually closed</summary>
        </member>
        <member name="F:SFML.Window.EventType.Resized">
            <summary>Event triggered when a window is resized</summary>
        </member>
        <member name="F:SFML.Window.EventType.LostFocus">
            <summary>Event triggered when a window loses the focus</summary>
        </member>
        <member name="F:SFML.Window.EventType.GainedFocus">
            <summary>Event triggered when a window gains the focus</summary>
        </member>
        <member name="F:SFML.Window.EventType.TextEntered">
            <summary>Event triggered when a valid character is entered</summary>
        </member>
        <member name="F:SFML.Window.EventType.KeyPressed">
            <summary>Event triggered when a keyboard key is pressed</summary>
        </member>
        <member name="F:SFML.Window.EventType.KeyReleased">
            <summary>Event triggered when a keyboard key is released</summary>
        </member>
        <member name="F:SFML.Window.EventType.MouseWheelMoved">
            <summary>Event triggered when the mouse wheel is scrolled</summary>
        </member>
        <member name="F:SFML.Window.EventType.MouseButtonPressed">
            <summary>Event triggered when a mouse button is pressed</summary>
        </member>
        <member name="F:SFML.Window.EventType.MouseButtonReleased">
            <summary>Event triggered when a mouse button is released</summary>
        </member>
        <member name="F:SFML.Window.EventType.MouseMoved">
            <summary>Event triggered when the mouse moves within the area of a window</summary>
        </member>
        <member name="F:SFML.Window.EventType.MouseEntered">
            <summary>Event triggered when the mouse enters the area of a window</summary>
        </member>
        <member name="F:SFML.Window.EventType.MouseLeft">
            <summary>Event triggered when the mouse leaves the area of a window</summary>
        </member>
        <member name="F:SFML.Window.EventType.JoystickButtonPressed">
            <summary>Event triggered when a joystick button is pressed</summary>
        </member>
        <member name="F:SFML.Window.EventType.JoystickButtonReleased">
            <summary>Event triggered when a joystick button is released</summary>
        </member>
        <member name="F:SFML.Window.EventType.JoystickMoved">
            <summary>Event triggered when a joystick axis moves</summary>
        </member>
        <member name="F:SFML.Window.EventType.JoystickConnected">
            <summary>Event triggered when a joystick is connected</summary>
        </member>
        <member name="F:SFML.Window.EventType.JoystickDisconnected">
            <summary>Event triggered when a joystick is disconnected</summary>
        </member>
        <member name="T:SFML.Window.KeyEvent">
            <summary>
            Keyboard event parameters
            </summary>
        </member>
        <member name="F:SFML.Window.KeyEvent.Code">
            <summary>Code of the key (see KeyCode enum)</summary>
        </member>
        <member name="F:SFML.Window.KeyEvent.Alt">
            <summary>Is the Alt modifier pressed?</summary>
        </member>
        <member name="F:SFML.Window.KeyEvent.Control">
            <summary>Is the Control modifier pressed?</summary>
        </member>
        <member name="F:SFML.Window.KeyEvent.Shift">
            <summary>Is the Shift modifier pressed?</summary>
        </member>
        <member name="F:SFML.Window.KeyEvent.System">
            <summary>Is the System modifier pressed?</summary>
        </member>
        <member name="T:SFML.Window.TextEvent">
            <summary>
            Text event parameters
            </summary>
        </member>
        <member name="F:SFML.Window.TextEvent.Unicode">
            <summary>UTF-32 value of the character</summary>
        </member>
        <member name="T:SFML.Window.MouseMoveEvent">
            <summary>
            Mouse move event parameters
            </summary>
        </member>
        <member name="F:SFML.Window.MouseMoveEvent.X">
            <summary>X coordinate of the mouse cursor</summary>
        </member>
        <member name="F:SFML.Window.MouseMoveEvent.Y">
            <summary>Y coordinate of the mouse cursor</summary>
        </member>
        <member name="T:SFML.Window.MouseButtonEvent">
            <summary>
            Mouse buttons event parameters
            </summary>
        </member>
        <member name="F:SFML.Window.MouseButtonEvent.Button">
            <summary>Code of the button (see MouseButton enum)</summary>
        </member>
        <member name="F:SFML.Window.MouseButtonEvent.X">
            <summary>X coordinate of the mouse cursor</summary>
        </member>
        <member name="F:SFML.Window.MouseButtonEvent.Y">
            <summary>Y coordinate of the mouse cursor</summary>
        </member>
        <member name="T:SFML.Window.MouseWheelEvent">
            <summary>
            Mouse wheel event parameters
            </summary>
        </member>
        <member name="F:SFML.Window.MouseWheelEvent.Delta">
            <summary>Scroll amount</summary>
        </member>
        <member name="F:SFML.Window.MouseWheelEvent.X">
            <summary>X coordinate of the mouse cursor</summary>
        </member>
        <member name="F:SFML.Window.MouseWheelEvent.Y">
            <summary>Y coordinate of the mouse cursor</summary>
        </member>
        <member name="T:SFML.Window.JoystickMoveEvent">
            <summary>
            Joystick axis move event parameters
            </summary>
        </member>
        <member name="F:SFML.Window.JoystickMoveEvent.JoystickId">
            <summary>Index of the joystick which triggered the event</summary>
        </member>
        <member name="F:SFML.Window.JoystickMoveEvent.Axis">
            <summary>Joystick axis (see JoyAxis enum)</summary>
        </member>
        <member name="F:SFML.Window.JoystickMoveEvent.Position">
            <summary>Current position of the axis</summary>
        </member>
        <member name="T:SFML.Window.JoystickButtonEvent">
            <summary>
            Joystick buttons event parameters
            </summary>
        </member>
        <member name="F:SFML.Window.JoystickButtonEvent.JoystickId">
            <summary>Index of the joystick which triggered the event</summary>
        </member>
        <member name="F:SFML.Window.JoystickButtonEvent.Button">
            <summary>Index of the button</summary>
        </member>
        <member name="T:SFML.Window.JoystickConnectEvent">
            <summary>
            Joystick connect event parameters
            </summary>
        </member>
        <member name="F:SFML.Window.JoystickConnectEvent.JoystickId">
            <summary>Index of the joystick which triggered the event</summary>
        </member>
        <member name="T:SFML.Window.SizeEvent">
            <summary>
            Size event parameters
            </summary>
        </member>
        <member name="F:SFML.Window.SizeEvent.Width">
            <summary>New width of the window</summary>
        </member>
        <member name="F:SFML.Window.SizeEvent.Height">
            <summary>New height of the window</summary>
        </member>
        <member name="T:SFML.Window.Event">
            <summary>
            Event defines a system event and its parameters
            </summary>
        </member>
        <member name="F:SFML.Window.Event.Type">
            <summary>Type of event (see EventType enum)</summary>
        </member>
        <member name="F:SFML.Window.Event.Size">
            <summary>Arguments for size events (Resized)</summary>
        </member>
        <member name="F:SFML.Window.Event.Key">
            <summary>Arguments for key events (KeyPressed, KeyReleased)</summary>
        </member>
        <member name="F:SFML.Window.Event.Text">
            <summary>Arguments for text events (TextEntered)</summary>
        </member>
        <member name="F:SFML.Window.Event.MouseMove">
            <summary>Arguments for mouse move events (MouseMoved)</summary>
        </member>
        <member name="F:SFML.Window.Event.MouseButton">
            <summary>Arguments for mouse button events (MouseButtonPressed, MouseButtonReleased)</summary>
        </member>
        <member name="F:SFML.Window.Event.MouseWheel">
            <summary>Arguments for mouse wheel events (MouseWheelMoved)</summary>
        </member>
        <member name="F:SFML.Window.Event.JoystickMove">
            <summary>Arguments for joystick axis events (JoystickMoved)</summary>
        </member>
        <member name="F:SFML.Window.Event.JoystickButton">
            <summary>Arguments for joystick button events (JoystickButtonPressed, JoystickButtonReleased)</summary>
        </member>
        <member name="F:SFML.Window.Event.JoystickConnect">
            <summary>Arguments for joystick connect events (JoystickConnected, JoystickDisconnected)</summary>
        </member>
        <member name="T:SFML.Window.KeyEventArgs">
            <summary>
            Keyboard event parameters
            </summary>
        </member>
        <member name="M:SFML.Window.KeyEventArgs.#ctor(SFML.Window.KeyEvent)">
            <summary>
            Construct the key arguments from a key event
            </summary>
            <param name="e">Key event</param>
        </member>
        <member name="M:SFML.Window.KeyEventArgs.ToString">
            <summary>
            Provide a string describing the object
            </summary>
            <returns>String description of the object</returns>
        </member>
        <member name="F:SFML.Window.KeyEventArgs.Code">
            <summary>Code of the key (see KeyCode enum)</summary>
        </member>
        <member name="F:SFML.Window.KeyEventArgs.Alt">
            <summary>Is the Alt modifier pressed?</summary>
        </member>
        <member name="F:SFML.Window.KeyEventArgs.Control">
            <summary>Is the Control modifier pressed?</summary>
        </member>
        <member name="F:SFML.Window.KeyEventArgs.Shift">
            <summary>Is the Shift modifier pressed?</summary>
        </member>
        <member name="F:SFML.Window.KeyEventArgs.System">
            <summary>Is the System modifier pressed?</summary>
        </member>
        <member name="T:SFML.Window.TextEventArgs">
            <summary>
            Text event parameters
            </summary>
        </member>
        <member name="M:SFML.Window.TextEventArgs.#ctor(SFML.Window.TextEvent)">
            <summary>
            Construct the text arguments from a text event
            </summary>
            <param name="e">Text event</param>
        </member>
        <member name="M:SFML.Window.TextEventArgs.ToString">
            <summary>
            Provide a string describing the object
            </summary>
            <returns>String description of the object</returns>
        </member>
        <member name="F:SFML.Window.TextEventArgs.Unicode">
            <summary>UTF-16 value of the character</summary>
        </member>
        <member name="T:SFML.Window.MouseMoveEventArgs">
            <summary>
            Mouse move event parameters
            </summary>
        </member>
        <member name="M:SFML.Window.MouseMoveEventArgs.#ctor(SFML.Window.MouseMoveEvent)">
            <summary>
            Construct the mouse move arguments from a mouse move event
            </summary>
            <param name="e">Mouse move event</param>
        </member>
        <member name="M:SFML.Window.MouseMoveEventArgs.ToString">
            <summary>
            Provide a string describing the object
            </summary>
            <returns>String description of the object</returns>
        </member>
        <member name="F:SFML.Window.MouseMoveEventArgs.X">
            <summary>X coordinate of the mouse cursor</summary>
        </member>
        <member name="F:SFML.Window.MouseMoveEventArgs.Y">
            <summary>Y coordinate of the mouse cursor</summary>
        </member>
        <member name="T:SFML.Window.MouseButtonEventArgs">
            <summary>
            Mouse buttons event parameters
            </summary>
        </member>
        <member name="M:SFML.Window.MouseButtonEventArgs.#ctor(SFML.Window.MouseButtonEvent)">
            <summary>
            Construct the mouse button arguments from a mouse button event
            </summary>
            <param name="e">Mouse button event</param>
        </member>
        <member name="M:SFML.Window.MouseButtonEventArgs.ToString">
            <summary>
            Provide a string describing the object
            </summary>
            <returns>String description of the object</returns>
        </member>
        <member name="F:SFML.Window.MouseButtonEventArgs.Button">
            <summary>Code of the button (see MouseButton enum)</summary>
        </member>
        <member name="F:SFML.Window.MouseButtonEventArgs.X">
            <summary>X coordinate of the mouse cursor</summary>
        </member>
        <member name="F:SFML.Window.MouseButtonEventArgs.Y">
            <summary>Y coordinate of the mouse cursor</summary>
        </member>
        <member name="T:SFML.Window.MouseWheelEventArgs">
            <summary>
            Mouse wheel event parameters
            </summary>
        </member>
        <member name="M:SFML.Window.MouseWheelEventArgs.#ctor(SFML.Window.MouseWheelEvent)">
            <summary>
            Construct the mouse wheel arguments from a mouse wheel event
            </summary>
            <param name="e">Mouse wheel event</param>
        </member>
        <member name="M:SFML.Window.MouseWheelEventArgs.ToString">
            <summary>
            Provide a string describing the object
            </summary>
            <returns>String description of the object</returns>
        </member>
        <member name="F:SFML.Window.MouseWheelEventArgs.Delta">
            <summary>Scroll amount</summary>
        </member>
        <member name="F:SFML.Window.MouseWheelEventArgs.X">
            <summary>X coordinate of the mouse cursor</summary>
        </member>
        <member name="F:SFML.Window.MouseWheelEventArgs.Y">
            <summary>Y coordinate of the mouse cursor</summary>
        </member>
        <member name="T:SFML.Window.JoystickMoveEventArgs">
            <summary>
            Joystick axis move event parameters
            </summary>
        </member>
        <member name="M:SFML.Window.JoystickMoveEventArgs.#ctor(SFML.Window.JoystickMoveEvent)">
            <summary>
            Construct the joystick move arguments from a joystick move event
            </summary>
            <param name="e">Joystick move event</param>
        </member>
        <member name="M:SFML.Window.JoystickMoveEventArgs.ToString">
            <summary>
            Provide a string describing the object
            </summary>
            <returns>String description of the object</returns>
        </member>
        <member name="F:SFML.Window.JoystickMoveEventArgs.JoystickId">
            <summary>Index of the joystick which triggered the event</summary>
        </member>
        <member name="F:SFML.Window.JoystickMoveEventArgs.Axis">
            <summary>Joystick axis (see JoyAxis enum)</summary>
        </member>
        <member name="F:SFML.Window.JoystickMoveEventArgs.Position">
            <summary>Current position of the axis</summary>
        </member>
        <member name="T:SFML.Window.JoystickButtonEventArgs">
            <summary>
            Joystick buttons event parameters
            </summary>
        </member>
        <member name="M:SFML.Window.JoystickButtonEventArgs.#ctor(SFML.Window.JoystickButtonEvent)">
            <summary>
            Construct the joystick button arguments from a joystick button event
            </summary>
            <param name="e">Joystick button event</param>
        </member>
        <member name="M:SFML.Window.JoystickButtonEventArgs.ToString">
            <summary>
            Provide a string describing the object
            </summary>
            <returns>String description of the object</returns>
        </member>
        <member name="F:SFML.Window.JoystickButtonEventArgs.JoystickId">
            <summary>Index of the joystick which triggered the event</summary>
        </member>
        <member name="F:SFML.Window.JoystickButtonEventArgs.Button">
            <summary>Index of the button</summary>
        </member>
        <member name="T:SFML.Window.JoystickConnectEventArgs">
            <summary>
            Joystick connection/disconnection event parameters
            </summary>
        </member>
        <member name="M:SFML.Window.JoystickConnectEventArgs.#ctor(SFML.Window.JoystickConnectEvent)">
            <summary>
            Construct the joystick connect arguments from a joystick connect event
            </summary>
            <param name="e">Joystick button event</param>
        </member>
        <member name="M:SFML.Window.JoystickConnectEventArgs.ToString">
            <summary>
            Provide a string describing the object
            </summary>
            <returns>String description of the object</returns>
        </member>
        <member name="F:SFML.Window.JoystickConnectEventArgs.JoystickId">
            <summary>Index of the joystick which triggered the event</summary>
        </member>
        <member name="T:SFML.Window.SizeEventArgs">
            <summary>
            Size event parameters
            </summary>
        </member>
        <member name="M:SFML.Window.SizeEventArgs.#ctor(SFML.Window.SizeEvent)">
            <summary>
            Construct the size arguments from a size event
            </summary>
            <param name="e">Size event</param>
        </member>
        <member name="M:SFML.Window.SizeEventArgs.ToString">
            <summary>
            Provide a string describing the object
            </summary>
            <returns>String description of the object</returns>
        </member>
        <member name="F:SFML.Window.SizeEventArgs.Width">
            <summary>New width of the window</summary>
        </member>
        <member name="F:SFML.Window.SizeEventArgs.Height">
            <summary>New height of the window</summary>
        </member>
        <member name="T:SFML.Window.Joystick">
            <summary>
            Give access to the real-time state of the joysticks
            </summary>
        </member>
        <member name="F:SFML.Window.Joystick.Count">
            <summary>Maximum number of supported joysticks</summary>
        </member>
        <member name="F:SFML.Window.Joystick.ButtonCount">
            <summary>Maximum number of supported buttons</summary>
        </member>
        <member name="F:SFML.Window.Joystick.AxisCount">
            <summary>Maximum number of supported axes</summary>
        </member>
        <member name="M:SFML.Window.Joystick.IsConnected(System.UInt32)">
            <summary>
            Check if a joystick is connected
            </summary>
            <param name="joystick">Index of the joystick to check</param>
            <returns>True if the joystick is connected, false otherwise</returns>
        </member>
        <member name="M:SFML.Window.Joystick.GetButtonCount(System.UInt32)">
            <summary>
            Return the number of buttons supported by a joystick
            </summary>
            If the joystick is not connected, this function returns 0.
            <param name="joystick">Index of the joystick</param>
            <returns>Number of buttons supported by the joystick</returns>
        </member>
        <member name="M:SFML.Window.Joystick.HasAxis(System.UInt32,SFML.Window.Joystick.Axis)">
            <summary>
            Check if a joystick supports a given axis
            </summary>
            If the joystick is not connected, this function returns false.
            <param name="joystick">Index of the joystick</param>
            <param name="axis">Axis to check</param>
            <returns>True if the joystick supports the axis, false otherwise</returns>
        </member>
        <member name="M:SFML.Window.Joystick.IsButtonPressed(System.UInt32,System.UInt32)">
            <summary>
            Check if a joystick button is pressed
            </summary>
            If the joystick is not connected, this function returns false.
            <param name="joystick">Index of the joystick</param>
            <param name="button">Button to check</param>
            <returns>True if the button is pressed, false otherwise</returns>
        </member>
        <member name="M:SFML.Window.Joystick.GetAxisPosition(System.UInt32,SFML.Window.Joystick.Axis)">
            <summary>
            Get the current position of a joystick axis
            </summary>
            If the joystick is not connected, this function returns 0.
            <param name="joystick">Index of the joystick</param>
            <param name="axis">Axis to check</param>
            <returns>Current position of the axis, in range [-100 .. 100]</returns>
        </member>
        <member name="M:SFML.Window.Joystick.Update">
            <summary>
            Update the states of all joysticks
            </summary>
            This function is used internally by SFML, so you normally
            don't have to call it explicitely. However, you may need to
            call it if you have no window yet (or no window at all):
            in this case the joysticks states are not updated automatically.
        </member>
        <member name="T:SFML.Window.Joystick.Axis">
            <summary>
            Axes supported by SFML joysticks
            </summary>
        </member>
        <member name="F:SFML.Window.Joystick.Axis.X">
            <summary>The X axis</summary>
        </member>
        <member name="F:SFML.Window.Joystick.Axis.Y">
            <summary>The Y axis</summary>
        </member>
        <member name="F:SFML.Window.Joystick.Axis.Z">
            <summary>The Z axis</summary>
        </member>
        <member name="F:SFML.Window.Joystick.Axis.R">
            <summary>The R axis</summary>
        </member>
        <member name="F:SFML.Window.Joystick.Axis.U">
            <summary>The U axis</summary>
        </member>
        <member name="F:SFML.Window.Joystick.Axis.V">
            <summary>The V axis</summary>
        </member>
        <member name="F:SFML.Window.Joystick.Axis.PovX">
            <summary>The X axis of the point-of-view hat</summary>
        </member>
        <member name="F:SFML.Window.Joystick.Axis.PovY">
            <summary>TheY axis of the point-of-view hat</summary>
        </member>
        <member name="T:SFML.Window.Keyboard">
            <summary>
            Give access to the real-time state of the keyboard
            </summary>
        </member>
        <member name="M:SFML.Window.Keyboard.IsKeyPressed(SFML.Window.Keyboard.Key)">
            <summary>
            Check if a key is pressed
            </summary>
            <param name="key">Key to check</param>
            <returns>True if the key is pressed, false otherwise</returns>
        </member>
        <member name="T:SFML.Window.Keyboard.Key">
            <summary>
            Key codes
            </summary>
        </member>
        <member name="T:SFML.LoadingFailedException">
            <summary>
            Exception thrown by SFML whenever loading a resource fails
            </summary>
        </member>
        <member name="M:SFML.LoadingFailedException.#ctor">
            <summary>
            Default constructor (unknown error)
            </summary>
        </member>
        <member name="M:SFML.LoadingFailedException.#ctor(System.String)">
            <summary>
            Failure to load a resource from memory
            </summary>
            <param name="resourceName">Name of the resource</param>
        </member>
        <member name="M:SFML.LoadingFailedException.#ctor(System.String,System.Exception)">
            <summary>
            Failure to load a resource from memory
            </summary>
            <param name="resourceName">Name of the resource</param>
            <param name="innerException">Exception which is the cause ofthe current exception</param>
        </member>
        <member name="M:SFML.LoadingFailedException.#ctor(System.String,System.String)">
            <summary>
            Failure to load a resource from a file
            </summary>
            <param name="resourceName">Name of the resource</param>
            <param name="filename">Path of the file</param>
        </member>
        <member name="M:SFML.LoadingFailedException.#ctor(System.String,System.String,System.Exception)">
            <summary>
            Failure to load a resource from a file
            </summary>
            <param name="resourceName">Name of the resource</param>
            <param name="filename">Path of the file</param>
            <param name="innerException">Exception which is the cause ofthe current exception</param>
        </member>
        <member name="M:SFML.LoadingFailedException.#ctor(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext)">
            <summary>
            Initialize an instance of the exception with serialized data
            </summary>
            <param name="info">Serialized data</param>
            <param name="context">Contextual informations</param>
        </member>
        <member name="T:SFML.Window.Mouse">
            <summary>
            Give access to the real-time state of the mouse
            </summary>
        </member>
        <member name="M:SFML.Window.Mouse.IsButtonPressed(SFML.Window.Mouse.Button)">
            <summary>
            Check if a mouse button is pressed
            </summary>
            <param name="button">Button to check</param>
            <returns>True if the button is pressed, false otherwise</returns>
        </member>
        <member name="M:SFML.Window.Mouse.GetPosition">
            <summary>
            Get the current position of the mouse
            </summary>
            This function returns the current position of the mouse
            cursor in desktop coordinates.
            <returns>Current position of the mouse</returns>
        </member>
        <member name="M:SFML.Window.Mouse.GetPosition(SFML.Window.Window)">
            <summary>
            Get the current position of the mouse
            </summary>
            This function returns the current position of the mouse
            cursor relative to a window.
            <param name="relativeTo">Reference window</param>
            <returns>Current position of the mouse</returns>
        </member>
        <member name="M:SFML.Window.Mouse.SetPosition(SFML.Window.Vector2i)">
            <summary>
            Set the current position of the mouse
            </summary>
            This function sets the current position of the mouse
            cursor in desktop coordinates.
            <param name="position">New position of the mouse</param>
        </member>
        <member name="M:SFML.Window.Mouse.SetPosition(SFML.Window.Vector2i,SFML.Window.Window)">
            <summary>
            Set the current position of the mouse
            </summary>
            This function sets the current position of the mouse
            cursor relative to a window.
            <param name="position">New position of the mouse</param>
            <param name="relativeTo">Reference window</param>
        </member>
        <member name="T:SFML.Window.Mouse.Button">
            <summary>
            Mouse buttons
            </summary>
        </member>
        <member name="F:SFML.Window.Mouse.Button.Left">
            <summary>The left mouse button</summary>
        </member>
        <member name="F:SFML.Window.Mouse.Button.Right">
            <summary>The right mouse button</summary>
        </member>
        <member name="F:SFML.Window.Mouse.Button.Middle">
            <summary>The middle (wheel) mouse button</summary>
        </member>
        <member name="F:SFML.Window.Mouse.Button.XButton1">
            <summary>The first extra mouse button</summary>
        </member>
        <member name="F:SFML.Window.Mouse.Button.XButton2">
            <summary>The second extra mouse button</summary>
        </member>
        <member name="F:SFML.Window.Mouse.Button.ButtonCount">
            <summary>Keep last -- the total number of mouse buttons</summary>
        </member>
        <member name="T:SFML.ObjectBase">
            <summary>
            The ObjectBase class is an abstract base for every
            SFML object. It's meant for internal use only
            </summary>
        </member>
        <member name="M:SFML.ObjectBase.#ctor(System.IntPtr)">
            <summary>
            Construct the object from a pointer to the C library object
            </summary>
            <param name="cPointer">Internal pointer to the object in the C libraries</param>
        </member>
        <member name="M:SFML.ObjectBase.Finalize">
            <summary>
            Dispose the object
            </summary>
        </member>
        <member name="M:SFML.ObjectBase.Dispose">
            <summary>
            Explicitely dispose the object
            </summary>
        </member>
        <member name="M:SFML.ObjectBase.Dispose(System.Boolean)">
            <summary>
            Destroy the object
            </summary>
            <param name="disposing">Is the GC disposing the object, or is it an explicit call ?</param>
        </member>
        <member name="M:SFML.ObjectBase.Destroy(System.Boolean)">
            <summary>
            Destroy the object (implementation is left to each derived class)
            </summary>
            <param name="disposing">Is the GC disposing the object, or is it an explicit call ?</param>
        </member>
        <member name="M:SFML.ObjectBase.SetThis(System.IntPtr)">
            <summary>
            Set the pointer to the internal object. For internal use only
            </summary>
            <param name="cPointer">Pointer to the internal object in C library</param>
        </member>
        <member name="P:SFML.ObjectBase.CPointer">
            <summary>
            Access to the internal pointer of the object.
            For internal use only
            </summary>
        </member>
        <member name="T:SFML.Window.InputStream">
            <summary>
            Structure that contains InputStream callbacks
            (directly maps to a CSFML sfInputStream)
            </summary>
        </member>
        <member name="T:SFML.Window.StreamAdaptor">
            <summary>
            Adapts a System.IO.Stream to be usable as a SFML InputStream
            </summary>
        </member>
        <member name="M:SFML.Window.StreamAdaptor.#ctor(System.IO.Stream)">
            <summary>
            Construct from a System.IO.Stream
            </summary>
            <param name="stream">Stream to adapt</param>
        </member>
        <member name="M:SFML.Window.StreamAdaptor.Finalize">
            <summary>
            Dispose the object
            </summary>
        </member>
        <member name="M:SFML.Window.StreamAdaptor.Dispose">
            <summary>
            Explicitely dispose the object
            </summary>
        </member>
        <member name="M:SFML.Window.StreamAdaptor.Dispose(System.Boolean)">
            <summary>
            Destroy the object
            </summary>
            <param name="disposing">Is the GC disposing the object, or is it an explicit call ?</param>
        </member>
        <member name="M:SFML.Window.StreamAdaptor.Read(System.IntPtr,System.Int64,System.IntPtr)">
            <summary>
            Called to read from the stream
            </summary>
            <param name="data">Where to copy the read bytes</param>
            <param name="size">Size to read, in bytes</param>
            <param name="userData">User data -- unused</param>
            <returns>Number of bytes read</returns>
        </member>
        <member name="M:SFML.Window.StreamAdaptor.Seek(System.Int64,System.IntPtr)">
            <summary>
            Called to set the read position in the stream
            </summary>
            <param name="position">New read position</param>
            <param name="userData">User data -- unused</param>
            <returns>Actual position</returns>
        </member>
        <member name="M:SFML.Window.StreamAdaptor.Tell(System.IntPtr)">
            <summary>
            Get the current read position in the stream
            </summary>
            <param name="userData">User data -- unused</param>
            <returns>Current position in the stream</returns>
        </member>
        <member name="M:SFML.Window.StreamAdaptor.GetSize(System.IntPtr)">
            <summary>
            Called to get the total size of the stream
            </summary>
            <param name="userData">User data -- unused</param>
            <returns>Number of bytes in the stream</returns>
        </member>
        <member name="P:SFML.Window.StreamAdaptor.InputStreamPtr">
            <summary>
            The pointer to the CSFML InputStream structure
            </summary>
        </member>
        <member name="T:SFML.Window.Vector2f">
            <summary>
            Vector2f is an utility class for manipulating 2 dimensional
            vectors with float components
            </summary>
        </member>
        <member name="M:SFML.Window.Vector2f.#ctor(System.Single,System.Single)">
            <summary>
            Construct the vector from its coordinates
            </summary>
            <param name="x">X coordinate</param>
            <param name="y">Y coordinate</param>
        </member>
        <member name="M:SFML.Window.Vector2f.op_UnaryNegation(SFML.Window.Vector2f)">
            <summary>
            Operator - overload ; returns the opposite of a vector
            </summary>
            <param name="v">Vector to negate</param>
            <returns>-v</returns>
        </member>
        <member name="M:SFML.Window.Vector2f.op_Subtraction(SFML.Window.Vector2f,SFML.Window.Vector2f)">
            <summary>
            Operator - overload ; subtracts two vectors
            </summary>
            <param name="v1">First vector</param>
            <param name="v2">Second vector</param>
            <returns>v1 - v2</returns>
        </member>
        <member name="M:SFML.Window.Vector2f.op_Addition(SFML.Window.Vector2f,SFML.Window.Vector2f)">
            <summary>
            Operator + overload ; add two vectors
            </summary>
            <param name="v1">First vector</param>
            <param name="v2">Second vector</param>
            <returns>v1 + v2</returns>
        </member>
        <member name="M:SFML.Window.Vector2f.op_Multiply(SFML.Window.Vector2f,System.Single)">
            <summary>
            Operator * overload ; multiply a vector by a scalar value
            </summary>
            <param name="v">Vector</param>
            <param name="x">Scalar value</param>
            <returns>v * x</returns>
        </member>
        <member name="M:SFML.Window.Vector2f.op_Multiply(System.Single,SFML.Window.Vector2f)">
            <summary>
            Operator * overload ; multiply a scalar value by a vector
            </summary>
            <param name="x">Scalar value</param>
            <param name="v">Vector</param>
            <returns>x * v</returns>
        </member>
        <member name="M:SFML.Window.Vector2f.op_Division(SFML.Window.Vector2f,System.Single)">
            <summary>
            Operator / overload ; divide a vector by a scalar value
            </summary>
            <param name="v">Vector</param>
            <param name="x">Scalar value</param>
            <returns>v / x</returns>
        </member>
        <member name="M:SFML.Window.Vector2f.ToString">
            <summary>
            Provide a string describing the object
            </summary>
            <returns>String description of the object</returns>
        </member>
        <member name="F:SFML.Window.Vector2f.X">
            <summary>X (horizontal) component of the vector</summary>
        </member>
        <member name="F:SFML.Window.Vector2f.Y">
            <summary>Y (vertical) component of the vector</summary>
        </member>
        <member name="T:SFML.Window.Vector2i">
            <summary>
            Vector2i is an utility class for manipulating 2 dimensional
            vectors with integer components
            </summary>
        </member>
        <member name="M:SFML.Window.Vector2i.#ctor(System.Int32,System.Int32)">
            <summary>
            Construct the vector from its coordinates
            </summary>
            <param name="x">X coordinate</param>
            <param name="y">Y coordinate</param>
        </member>
        <member name="M:SFML.Window.Vector2i.op_UnaryNegation(SFML.Window.Vector2i)">
            <summary>
            Operator - overload ; returns the opposite of a vector
            </summary>
            <param name="v">Vector to negate</param>
            <returns>-v</returns>
        </member>
        <member name="M:SFML.Window.Vector2i.op_Subtraction(SFML.Window.Vector2i,SFML.Window.Vector2i)">
            <summary>
            Operator - overload ; subtracts two vectors
            </summary>
            <param name="v1">First vector</param>
            <param name="v2">Second vector</param>
            <returns>v1 - v2</returns>
        </member>
        <member name="M:SFML.Window.Vector2i.op_Addition(SFML.Window.Vector2i,SFML.Window.Vector2i)">
            <summary>
            Operator + overload ; add two vectors
            </summary>
            <param name="v1">First vector</param>
            <param name="v2">Second vector</param>
            <returns>v1 + v2</returns>
        </member>
        <member name="M:SFML.Window.Vector2i.op_Multiply(SFML.Window.Vector2i,System.Int32)">
            <summary>
            Operator * overload ; multiply a vector by a scalar value
            </summary>
            <param name="v">Vector</param>
            <param name="x">Scalar value</param>
            <returns>v * x</returns>
        </member>
        <member name="M:SFML.Window.Vector2i.op_Multiply(System.Int32,SFML.Window.Vector2i)">
            <summary>
            Operator * overload ; multiply a scalar value by a vector
            </summary>
            <param name="x">Scalar value</param>
            <param name="v">Vector</param>
            <returns>x * v</returns>
        </member>
        <member name="M:SFML.Window.Vector2i.op_Division(SFML.Window.Vector2i,System.Int32)">
            <summary>
            Operator / overload ; divide a vector by a scalar value
            </summary>
            <param name="v">Vector</param>
            <param name="x">Scalar value</param>
            <returns>v / x</returns>
        </member>
        <member name="M:SFML.Window.Vector2i.ToString">
            <summary>
            Provide a string describing the object
            </summary>
            <returns>String description of the object</returns>
        </member>
        <member name="F:SFML.Window.Vector2i.X">
            <summary>X (horizontal) component of the vector</summary>
        </member>
        <member name="F:SFML.Window.Vector2i.Y">
            <summary>Y (vertical) component of the vector</summary>
        </member>
        <member name="T:SFML.Window.VideoMode">
            <summary>
            VideoMode defines a video mode (width, height, bpp, frequency)
            and provides static functions for getting modes supported
            by the display device
            </summary>
        </member>
        <member name="M:SFML.Window.VideoMode.#ctor(System.UInt32,System.UInt32)">
            <summary>
            Construct the video mode with its width and height
            </summary>
            <param name="width">Video mode width</param>
            <param name="height">Video mode height</param>
        </member>
        <member name="M:SFML.Window.VideoMode.#ctor(System.UInt32,System.UInt32,System.UInt32)">
            <summary>
            Construct the video mode with its width, height and depth
            </summary>
            <param name="width">Video mode width</param>
            <param name="height">Video mode height</param>
            <param name="bpp">Video mode depth (bits per pixel)</param>
        </member>
        <member name="M:SFML.Window.VideoMode.IsValid">
            <summary>
            Tell whether or not the video mode is supported
            </summary>
            <returns>True if the video mode is valid, false otherwise</returns>
        </member>
        <member name="M:SFML.Window.VideoMode.ToString">
            <summary>
            Provide a string describing the object
            </summary>
            <returns>String description of the object</returns>
        </member>
        <member name="F:SFML.Window.VideoMode.Width">
            <summary>Video mode width, in pixels</summary>
        </member>
        <member name="F:SFML.Window.VideoMode.Height">
            <summary>Video mode height, in pixels</summary>
        </member>
        <member name="F:SFML.Window.VideoMode.BitsPerPixel">
            <summary>Video mode depth, in bits per pixel</summary>
        </member>
        <member name="P:SFML.Window.VideoMode.FullscreenModes">
            <summary>
            Get the list of all the supported fullscreen video modes
            </summary>
        </member>
        <member name="P:SFML.Window.VideoMode.DesktopMode">
            <summary>
            Get the current desktop video mode
            </summary>
        </member>
        <member name="T:SFML.Window.Styles">
            <summary>
            Enumeration of window creation styles
            </summary>
        </member>
        <member name="F:SFML.Window.Styles.None">
            <summary>No border / title bar (this flag and all others are mutually exclusive)</summary>
        </member>
        <member name="F:SFML.Window.Styles.Titlebar">
            <summary>Title bar + fixed border</summary>
        </member>
        <member name="F:SFML.Window.Styles.Resize">
            <summary>Titlebar + resizable border + maximize button</summary>
        </member>
        <member name="F:SFML.Window.Styles.Close">
            <summary>Titlebar + close button</summary>
        </member>
        <member name="F:SFML.Window.Styles.Fullscreen">
            <summary>Fullscreen mode (this flag and all others are mutually exclusive))</summary>
        </member>
        <member name="F:SFML.Window.Styles.Default">
            <summary>Default window style (titlebar + resize + close)</summary>
        </member>
        <member name="T:SFML.Window.Window">
            <summary>
            Window is a rendering window ; it can create a new window
            or connect to an existing one
            </summary>
        </member>
        <member name="M:SFML.Window.Window.#ctor(SFML.Window.VideoMode,System.String)">
            <summary>
            Create the window with default style and creation settings
            </summary>
            <param name="mode">Video mode to use</param>
            <param name="title">Title of the window</param>
        </member>
        <member name="M:SFML.Window.Window.#ctor(SFML.Window.VideoMode,System.String,SFML.Window.Styles)">
            <summary>
            Create the window with default creation settings
            </summary>
            <param name="mode">Video mode to use</param>
            <param name="title">Title of the window</param>
            <param name="style">Window style (Resize | Close by default)</param>
        </member>
        <member name="M:SFML.Window.Window.#ctor(SFML.Window.VideoMode,System.String,SFML.Window.Styles,SFML.Window.ContextSettings)">
            <summary>
            Create the window
            </summary>
            <param name="mode">Video mode to use</param>
            <param name="title">Title of the window</param>
            <param name="style">Window style (Resize | Close by default)</param>
            <param name="settings">Creation parameters</param>
        </member>
        <member name="M:SFML.Window.Window.#ctor(System.IntPtr)">
            <summary>
            Create the window from an existing control with default creation settings
            </summary>
            <param name="handle">Platform-specific handle of the control</param>
        </member>
        <member name="M:SFML.Window.Window.#ctor(System.IntPtr,SFML.Window.ContextSettings)">
            <summary>
            Create the window from an existing control
            </summary>
            <param name="Handle">Platform-specific handle of the control</param>
            <param name="settings">Creation parameters</param>
        </member>
        <member name="M:SFML.Window.Window.IsOpen">
            <summary>
            Tell whether or not the window is opened (ie. has been created).
            Note that a hidden window (Show(false))
            will still return true
            </summary>
            <returns>True if the window is opened</returns>
        </member>
        <member name="M:SFML.Window.Window.Close">
            <summary>
            Close (destroy) the window.
            The Window instance remains valid and you can call
            Create to recreate the window
            </summary>
        </member>
        <member name="M:SFML.Window.Window.Display">
            <summary>
            Display the window on screen
            </summary>
        </member>
        <member name="M:SFML.Window.Window.EnableVerticalSync(System.Boolean)">
            <summary>
            Enable / disable vertical synchronization
            </summary>
            <param name="enable">True to enable v-sync, false to deactivate</param>
        </member>
        <member name="M:SFML.Window.Window.ShowMouseCursor(System.Boolean)">
            <summary>
            Show or hide the mouse cursor
            </summary>
            <param name="show">True to show, false to hide</param>
        </member>
        <member name="M:SFML.Window.Window.SetPosition(System.Int32,System.Int32)">
            <summary>
            Change the position of the window on screen.
            Only works for top-level windows
            </summary>
            <param name="x">Left position</param>
            <param name="y">Top position</param>
        </member>
        <member name="M:SFML.Window.Window.SetSize(System.UInt32,System.UInt32)">
            <summary>
            Change the size of the rendering region of the window
            </summary>
            <param name="width">New width</param>
            <param name="height">New height</param>
        </member>
        <member name="M:SFML.Window.Window.SetTitle(System.String)">
            <summary>
            Change the title of the window
            </summary>
            <param name="title">New title</param>
        </member>
        <member name="M:SFML.Window.Window.Show(System.Boolean)">
            <summary>
            Show or hide the window
            </summary>
            <param name="show">True to show, false to hide</param>
        </member>
        <member name="M:SFML.Window.Window.EnableKeyRepeat(System.Boolean)">
            <summary>
            Enable or disable automatic key-repeat.
            Automatic key-repeat is enabled by default
            </summary>
            <param name="enable">True to enable, false to disable</param>
        </member>
        <member name="M:SFML.Window.Window.SetIcon(System.UInt32,System.UInt32,System.Byte[])">
            <summary>
            Change the window's icon
            </summary>
            <param name="width">Icon's width, in pixels</param>
            <param name="height">Icon's height, in pixels</param>
            <param name="pixels">Array of pixels, format must be RGBA 32 bits</param>
        </member>
        <member name="M:SFML.Window.Window.SetActive">
            <summary>
            Activate the window as the current target
            for rendering
            </summary>
            <returns>True if operation was successful, false otherwise</returns>
        </member>
        <member name="M:SFML.Window.Window.SetActive(System.Boolean)">
            <summary>
            Activate of deactivate the window as the current target
            for rendering
            </summary>
            <param name="active">True to activate, false to deactivate (true by default)</param>
            <returns>True if operation was successful, false otherwise</returns>
        </member>
        <member name="M:SFML.Window.Window.SetFramerateLimit(System.UInt32)">
            <summary>
            Limit the framerate to a maximum fixed frequency
            </summary>
            <param name="limit">Framerate limit, in frames per seconds (use 0 to disable limit)</param>
        </member>
        <member name="M:SFML.Window.Window.SetJoystickThreshold(System.Single)">
            <summary>
            Change the joystick threshold, ie. the value below which
            no move event will be generated
            </summary>
            <param name="threshold">New threshold, in range [0, 100]</param>
        </member>
        <member name="M:SFML.Window.Window.WaitAndDispatchEvents">
            <summary>
            Wait for a new event and dispatch it to the corresponding
            event handler
            </summary>
        </member>
        <member name="M:SFML.Window.Window.DispatchEvents">
            <summary>
            Call the event handlers for each pending event
            </summary>
        </member>
        <member name="M:SFML.Window.Window.ToString">
            <summary>
            Provide a string describing the object
            </summary>
            <returns>String description of the object</returns>
        </member>
        <member name="M:SFML.Window.Window.#ctor(System.IntPtr,System.Int32)">
            <summary>
            Constructor for derived classes
            </summary>
            <param name="cPointer">Pointer to the internal object in the C API</param>
            <param name="dummy">Internal hack :)</param>
        </member>
        <member name="M:SFML.Window.Window.PollEvent(SFML.Window.Event@)">
            <summary>
            Internal function to get the next event (non-blocking)
            </summary>
            <param name="eventToFill">Variable to fill with the raw pointer to the event structure</param>
            <returns>True if there was an event, false otherwise</returns>
        </member>
        <member name="M:SFML.Window.Window.WaitEvent(SFML.Window.Event@)">
            <summary>
            Internal function to get the next event (blocking)
            </summary>
            <param name="eventToFill">Variable to fill with the raw pointer to the event structure</param>
            <returns>False if any error occured</returns>
        </member>
        <member name="M:SFML.Window.Window.Destroy(System.Boolean)">
            <summary>
            Handle the destruction of the object
            </summary>
            <param name="disposing">Is the GC disposing the object, or is it an explicit call ?</param>
        </member>
        <member name="M:SFML.Window.Window.CallEventHandler(SFML.Window.Event)">
            <summary>
            Call the event handler for the given event
            </summary>
            <param name="e">Event to dispatch</param>
        </member>
        <member name="P:SFML.Window.Window.Width">
            <summary>
            Width of the rendering region of the window
            </summary>
        </member>
        <member name="P:SFML.Window.Window.Height">
            <summary>
            Height of the rendering region of the window
            </summary>
        </member>
        <member name="P:SFML.Window.Window.Settings">
            <summary>
            Creation settings of the window
            </summary>
        </member>
        <member name="P:SFML.Window.Window.SystemHandle">
            <summary>
            OS-specific handle of the window
            </summary>
        </member>
        <member name="E:SFML.Window.Window.Closed">
            <summary>Event handler for the Closed event</summary>
        </member>
        <member name="E:SFML.Window.Window.Resized">
            <summary>Event handler for the Resized event</summary>
        </member>
        <member name="E:SFML.Window.Window.LostFocus">
            <summary>Event handler for the LostFocus event</summary>
        </member>
        <member name="E:SFML.Window.Window.GainedFocus">
            <summary>Event handler for the GainedFocus event</summary>
        </member>
        <member name="E:SFML.Window.Window.TextEntered">
            <summary>Event handler for the TextEntered event</summary>
        </member>
        <member name="E:SFML.Window.Window.KeyPressed">
            <summary>Event handler for the KeyPressed event</summary>
        </member>
        <member name="E:SFML.Window.Window.KeyReleased">
            <summary>Event handler for the KeyReleased event</summary>
        </member>
        <member name="E:SFML.Window.Window.MouseWheelMoved">
            <summary>Event handler for the MouseWheelMoved event</summary>
        </member>
        <member name="E:SFML.Window.Window.MouseButtonPressed">
            <summary>Event handler for the MouseButtonPressed event</summary>
        </member>
        <member name="E:SFML.Window.Window.MouseButtonReleased">
            <summary>Event handler for the MouseButtonReleased event</summary>
        </member>
        <member name="E:SFML.Window.Window.MouseMoved">
            <summary>Event handler for the MouseMoved event</summary>
        </member>
        <member name="E:SFML.Window.Window.MouseEntered">
            <summary>Event handler for the MouseEntered event</summary>
        </member>
        <member name="E:SFML.Window.Window.MouseLeft">
            <summary>Event handler for the MouseLeft event</summary>
        </member>
        <member name="E:SFML.Window.Window.JoystickButtonPressed">
            <summary>Event handler for the JoystickButtonPressed event</summary>
        </member>
        <member name="E:SFML.Window.Window.JoystickButtonReleased">
            <summary>Event handler for the JoystickButtonReleased event</summary>
        </member>
        <member name="E:SFML.Window.Window.JoystickMoved">
            <summary>Event handler for the JoystickMoved event</summary>
        </member>
        <member name="E:SFML.Window.Window.JoystickConnected">
            <summary>Event handler for the JoystickConnected event</summary>
        </member>
        <member name="E:SFML.Window.Window.JoystickDisconnected">
            <summary>Event handler for the JoystickDisconnected event</summary>
        </member>
    </members>
</doc>
